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Gamehelpcrazyfarmers: Difference between revisions
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=== Goal === | === Goal === | ||
The | The player with the largest field at the end of the game wins (23 common parcels for 2P in Fast mode, 9/8 parcels each for 3/4P in Fast mode) | ||
=== Moves === | === Moves === | ||
* 3 | * 3 moves per turn | ||
* 4 fences or more a the beginning of the turn => +1 extra move | * 4 fences or more a the beginning of the turn => +1 extra move | ||
* Moves mandatory but backward move is possible | * Moves are mandatory but backward move is possible | ||
* 5 moves max | * 5 moves max per turn | ||
=== Take over === | === Take over === | ||
* Surround parcels to add them to your field (The fence must connect | * Surround parcels to add them to your field (The fence must connect two points of your field) | ||
* Take bonus cards in the barns (1 for a free barn, 2 for an opponent's barn) | * Take bonus cards in the barns (1 for a free barn, 2 for an opponent's barn) | ||
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=== End of the game === | === End of the game === | ||
* The game ends immediately when a given number of parcels is reached | * The game ends immediately when a given number of parcels is reached: | ||
** 2 players: 23/27/31 common parcels (Fast/Regular/Expert) | ** 2 players: 23/27/31 common parcels (Fast/Regular/Expert) | ||
** 3 players: 9/11/13 own parcels (Fast/Regular/Expert) | ** 3 players: 9/11/13 own parcels (Fast/Regular/Expert) | ||
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The score is the number of parcels in the main field (non transparent parcels) | The score is the number of parcels in the main field (non transparent parcels) | ||
In case of draw game fallow lands are used for tie break (transparent parcels) | In case of draw game, fallow lands are used for tie break (transparent parcels) |
Revision as of 11:21, 4 June 2020
Crazy Farmers Rules in a nutshell
Goal
The player with the largest field at the end of the game wins (23 common parcels for 2P in Fast mode, 9/8 parcels each for 3/4P in Fast mode)
Moves
- 3 moves per turn
- 4 fences or more a the beginning of the turn => +1 extra move
- Moves are mandatory but backward move is possible
- 5 moves max per turn
Take over
- Surround parcels to add them to your field (The fence must connect two points of your field)
- Take bonus cards in the barns (1 for a free barn, 2 for an opponent's barn)
Cut
- When you touch the fence of an opponent, it's cut and totally disappears
- The 2 fences behind your tractor are protected and cannot be crossed
- When you are cut, you cannot cut others or draw new fences before connecting back to your field.
Bonus
- You can play bonus cards during your turn
- 6 cards max in hand at the end of the turn
End of the game
- The game ends immediately when a given number of parcels is reached:
- 2 players: 23/27/31 common parcels (Fast/Regular/Expert)
- 3 players: 9/11/13 own parcels (Fast/Regular/Expert)
- 4 players: 8/9/11 own parcels (Fast/Regular/Expert)
The score is the number of parcels in the main field (non transparent parcels)
In case of draw game, fallow lands are used for tie break (transparent parcels)